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# conclave concilii

| "How nice of you to drop in and see me." The old man carefully puts down his goose-feather quill on the lecturn before him. "I don't believe we've been introduced. I am Archmagus Canis Maestus of House Jerbiton. Welcome to the covenant. As you can see, this is our council chamber - it was built in the 1100th year of the Age of Aries by the Master Builder Henre de Lavier. It has a quite fascinating history... still, I'm sure that architecture is the last thing that is on your mind." He gestures, and a large book gently floats from a shelf on the other side of the chamber and bobs its way to the hands of the archmagus. Somewhere in the distance, a dog howls out its sorrow to the world. "Now, which particular Rules are you interested in, young one?"

Characters Hermetic Magic Non-Hermetic Magic Combat Study Realms Beasts

## Characters

- Guild Training Virtues (5k) by Luke Silburn (added 10/12/98)
  This article contains new virtues for educated and non-educated townsfolk.

- New Virtues and Flaws (17k) by Daniel J Cassar (added 13/2/00)
  A nice set of extra Virtues and Flaws - both Hermetic and General - which you may wish to use.

#### LINKS

- Character Motivations
  A short piece on coming up with motivations for characters.

- How good can they get?
  An article which explores the practical maximums for Ability and Art scores.

- Vocation Templates
  Suggested Characteristics, Virtues, Flaws and Abilities for a number of different possible grog and companion vocations.

## Hermetic Magic

- Apprentice Training Rules (56k) by Andrew P Smith (added 4/9/98)
  Detailed rules to model the gradual advancement of a Hermetic apprentice, from the basics through to Gauntlet. Includes grounding in Arts, rules for learning whilst helping in the lab, and a complete season-by-season example.

- Diceless Certamen (32k) by Andrew P Smith (updated 26/11/98)
  Alternative rules for Hermetic duels, with the emphasis on role-playing, rather than roll-playing. The certamen has elements of drama and flavour, as each player actually tries to describe the phantoms summoned by their magus. Requires a creative mind!

- Hermetic Babies (2k) by Shannon Appel (added 10/12/98)
  What happens when Mummy and Daddy love each other very much... and they're both members of the Order?

- The Hermetic Methods Of Vis Manufacture (14k) by Brian Fourdraine (added 13/2/00)
  Some optional ideas and spells for magi that might try to experiment with vis harvesting (including animal husbandry and agriculture) or aura expansion.

- Tremere Certámen Techniques (9k) by Mark D F Shirley (added 1/9/98)
  How House Tremere always seem to win at certámen.

#### LINKS

- Ablative Parma Magica
  Rules for Parma Magicae which provide partial protection.

- Alternative Certamen Rules
  These rules introduce extra elements of strategy into the duel, and use playing cards.

- Bjornaer and Skinchangers
  A reworking of the Follower of Bjornaer Virtue. Also includes rules for primal Bjornaer and high fantasy Heartbeasts.

- Hermetic Prestige
  A new variable-cost Hermetic Prestige Virtue/Flaw - social class for magi.

- How old can they get?
  The Ultimate Limits of Longevity
  A study of the effectiveness of longevity potions, and the maximum achievable age.

- Revised Ars Magica Spell Guidelines
  Some more detailed spell guidelines, which fix and clarify certain problematic spell types: ritual, death-dealing, multi-target, sense-granting and ward spells.

- Spell Creation Guidelines
  More detailed guidelines for spell levels. Only Imaginem and Mentem at present.

- Spell Colour Rules
  Detailed rules to allow the personalisation of spells according to various magical traditions.

- The Traditions of House Bjornaer
  An article which details the background of Bjornaer Shapeshifting. Contains rules for the discovery of Lesser Shapes, both beasts and inanimate objects.

- Verditius lab tricks
  The Verditii are the premier crafters of magic items in the Order. Find out why.

## Non-Hermetic Magic

- Ceremonial Magic (6k) by Adam Bank (added 10/12/98)
  This article contains a description of the pre-Hermetic ritual magic.

- Gothi (16k) by Matt Thrower (added 5/11/98)
  Rules for playing magical Norse priests from the (apocryphal?) Order of Odin. Includes Gothi Arts, Norse deities, runic items and example effects.

- Mercurian Magic (3k) by Eric Grove-Stephensen (updated 4/11/98)
  A concise ruleset which can be used to develop magi from the ancient Mercurian tradition.

- Mythic Alchemy (61k) by Mark D F Shirley (added 4/11/98)
  A very detailed set of rules for playing powerful alchemists as Mystic Companions. There are rules for a large number of different processes (finding ingredients, researching formulae, explosions, etc.) and a huge array of example compounds (concotions, powders, essences, devices, and so on).

- Mythic Herbalism (5k) by Mark D F Shirley (added 4/11/98)
  A set of rules for playing powerful herbalists as Mystic Companions. Different types of potions are listed, with examples.

- Weather Witches (3k) by Eric Grove-Stephensen (updated 4/11/98)
  A concise ruleset which details a branch of hedge-wizardry to do with weather. Allows the creation of Weather Witch Mystic Companions.

#### LINKS

- Folk Magic
  Rules for charms and incantations for the UnGifted members of Mythic Europe.

- Medicinal and Magical Herbs of Medieval Europe
  An extensive list of authentic herbs with their medicinal (and magical) uses, some simple rules for finding ingredients, and a list of related books.

## Combat

- Hunting Rules (8k) by Jerome Darmont (added 2/2/99)
  A set of neat mechanics for handling a medieval hunt. Split into stages of: searching, tracking, chasing and the kill. Includes story ideas.

- Summary Battle Rules (13k) by Dion Scher (updated 13/2/00)
  Mechanics for resolving massed battles. For those who prefer them `quick and dirty'.

- Surviving the Crusades (8k) by Mark D F Shirley (added 1/9/98)
  Rules dealing with the fate of characters who go off to fight in the Holy Land.

- Warfare in Ars Magica (38k) by Mark D F Shirley (added 24/8/98)
  Detailed rules, with examples, for the portrayal and resolution of massed battles. Includes army attributes, battle combat sequence, units, casualties and more.

#### LINKS

- Mass Combat for Ars Magica
  A detailed unit-based system for resolving large battles.

## Study

- Alternative Reading, Writing and Study Rules (33k) by Brian Fourdraine (added 13/2/00)
  A large set of rules modifications, designed to give a different slant to the studying rules, and fix various perceived problems. Based upon the author's bad experience with a previous saga, the overall aim is to reduce min-maxing tendencies and prevent stagnant saga development.

- Enigmatic Books (3k) by Eric Grove-Stephensen (added 4/11/98)
  Straightforward rules describing mechanics for writing and studying from tomes with an Enigmatic slant.

#### LINKS

- Academia
  Expanded rules for Education and Knowledge in Ars Magica. Notes on languages, new abilities, and enhanced book rules.

- Eric's Study Rules
  A complete system for adding Comprehension Levels to texts. Adds plenty of colour but stays close to the 3rd edition, minimal book-keeping rules.

- Problem Solving
  Rules for the resolution of problem-solving tasks as story obstacles.

## Realms

- Ars Magica and Demons - Ignoring the Maleficium (14k) by Brian Fourdraine (added 13/2/00)
  A set of practically-oriented straightforward rules for demonic summonings. Includes some notes on roleplaying demonologists.

- Disease Spirits (18k) by David M Woods (updated 28/2/99)
  Rules concerning disease spirits that may be aligned with any Realm. Detection, contraction and summoning are covered, and there are several example diseases.

- On the Summoning of Demons (60k) by Mark D F Shirley (added 22/11/98)
  Rules for creating the darkest of characters - Nigromancers and Dark Magi. This article replaces many of the rules in The Maleficium with a simpler mechanic. Background, rules and an Infernal bestiary.

- The Restless Dead (38k) by Mark D F Shirley (added 28/2/99)
  Using the dead in an Ars Magica saga - an article about ghosts, complete with story seeds.

- Warping Effects of Magic Auras (18k) by Mark D F Shirley (added 1/9/98)
  Mechanics for all who live too long under the influence of magic.

#### LINKS

- Feyness and Faerie Magic
  Rules to account for the gradual decline in humanity of those who are in close contact with the Fae.

- Flavoured Vis
  The nature of Vis and Vis with Affinities.

## Beasts

- Animal Sizes (8k) by Mark D F Shirley (added 10/12/98)
  Who says Size doesn't matter? This article lists the sizes of animals as recorded in the various supplements for Ars Magica - a table that was missing in the Fourth edition.